render_gate( world, gate, cam, layer_depth );
}
else if( gate->type == k_gate_type_nonlocel ){
- if( skaterift.async_op != k_async_op_world_loading &&
- skaterift.async_op != k_async_op_world_preloading ){
- world_instance *dest_world = &world_static.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
+ if( world_loader.state != k_world_loader_none ){
+ world->rendering_gate = NULL;
+ return;
}
+
+ world_instance *dest_world = &world_static.worlds[ gate->target ];
+ render_gate( dest_world, gate, cam, layer_depth );
}
else
world->rendering_gate = NULL;
VG_STATIC void world_prerender( world_instance *world )
{
- f32 day_length = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
- world->time += vg.time_delta * (1.0/(day_length*60.0));
+
+ if( mdl_arrcount( &world->ent_light ) ){
+ f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
+ world->time += vg.time_delta * (1.0/(rate*60.0));
+ }
+ else{
+ world->time = 0.834;
+ }
struct ub_world_lighting *state = &world->ub_lighting;